Method for outputting voice of object and device used therefor
Summary by NHIP
Voice Tone Game Control
The method detects a player's voice tone and outputs corresponding game object voice data. It classifies tones into groups like polite or negligent, outputting data only if a group count exceeds a predetermined number.
Claim Score by NHIP
Abstract
The present invention detects a voice tone of a player based on input voice information, and then outputs voice data having a voice tone corresponded to the detected voice tone as voice data of an object, to thereby allow the player to operate a game object through voice input.

Term
Term ended
Expired 5 November 2023, 2.9 years ago.
- Priority
- Filed
- Granted
- Expired
- Today
17 claims: 5 independent, 12 dependent
- 1Broadest claimClaim Score 66, broad(NHIP)A voice processing method comprising the steps of:detecting a voice tone based on inputted voice information;determining a plurality of groups corresponding to a plurality of voice data;classifying the detected voice tone into at least one of the plurality of groups;and outputting voice data whose voice tone corresponds to the detected voice tone;wherein the step of outputting voice data outputs voice data corresponding to the at least one group if a count of voice tones classified for the at least one group exceeds a predetermined number.
- 6A voice processing device comprising:a voice tone detection means for detecting a voice tone based on inputted voice information;a voice information storage means having stored therein voice data corresponded to a plurality of voice tones;a group determination means for determining a plurality of groups corresponding to a plurality of voice data;and a classification means for classifying the detected voice tone into at least one of the plurality of groups;a counter for counting each classification into the at least one group;and a voice output-control means for outputting voice data corresponded to the detected voice tone from the voice information storage means;wherein the voice output-control means outputs voice data corresponding to the at least one group if a count of the counter exceeds a predetermined number.
- 11A recording medium having recorded therein a voice processing program to be executed on a computer, in which the voice processing program executes the steps of:detecting a voice tone based on inputted voice information;determining a plurality of groups corresponding to a plurality of voice data;classifying the detected voice tone into at least one of the plurality of groups;and outputting voice data whose voice tone corresponds to the detected voice tone;wherein the step of outputting voice data comprises the step of outputting voice data corresponding to the at least one group if a count of voice tones classified for the at least one group exceeds a predetermined number.
- 16A computer having a processor and a memory storing a voice processing program to be executed by the computer, the voice processing program performing the steps of:detecting a voice tone based on inputted voice information;determining a plurality of groups corresponding to a plurality of voice data;classifying the detected voice tone into at least one of the plurality of group;and outputting voice data whose voice tone corresponds to the detected voice tone;wherein the step of outputting voice data comprises the step of outputting voice data corresponding to the at least one group if a count of voice tones classified for the one group exceeds a predetermined number.
- 17A voice processing device comprising:a voice tone detection unit for detecting a voice tone based on inputted voice information;a voice information storage unit having stored therein voice data corresponded to a plurality of voice tones;a voice output-control unit for determining a plurality of groups corresponding to a plurality of voice data, for classifying the detected voice tone into at least one of the plurality of groups, and for outputting voice data corresponding to the detected voice tone from the voice information storage unit;and a counter for registering a classification of the detected voice tone into the at least one group;wherein the voice output-control unit outputs voice data corresponding to the at least one group if a count of the counter for voice tones classified for the at least one group exceeds a predetermined number.
Independent claims5
142 paragraphs in 4 sections, as filed
0001This application is related to Japanese Patent Application No. 2000-401362 filed on Dec. 28, 2000, based on which this application claims priority under the Paris convention and the content of which is incorporated herein by reference.
BACKGROUND OF THE INVENTION
00021. Field of the Invention
0003The present invention relates to a method for object voice processing, a program execution device for executing a voice processing program, a recording medium having recorded therein a voice processing program, and a voice processing program; all of which are preferably applicable to video game machines or entertainment devices having video game function.
00042. Description of the Related Art
0005In recent years, there are widely popularized video game machines for executing video games based on game programs which are stored in storage media such as CD-ROM, DVD-ROM and semiconductor memory.
0006Such video game machine is designed to allow a player to manipulate a game object which appears on a display screen through operating a controller plugged into the main unit of the video game machine. Thus, the player can enjoy a variety of video games including RPG (Role Playing Game), AVG (Adventure Game) and SLC (Simulation Game).
0007However in the conventional video game machine, the player could manipulate a game object only by operating the controller in hand, so that the player could only dedicate itself to operation of the controller in silence, which was less attractive in terms of enjoyment of manipulating the game object.
SUMMARY OF THE INVENTION
0008The present invention was proposed to address the foregoing problem, and an object thereof resides in that providing a method for voice processing, a program execution device for executing a voice processing program, a recording medium having recorded therein a voice processing program, and a voice processing program; all of which allow the player to manipulate a game object using the player's voice to thereby enhance enjoyment of the video game and pleasure of manipulating the game object.
0009The present invention detects a voice tone based on input voice information, and then outputs voice data having a voice tone corresponded to the detected voice tone. More specifically, in the present invention, when a player inputs some voice, a game object responds in a voice tone corresponded to the player's voice tone. This allows the player to operate a game object through voice input, and enhances enjoyment of the video game and pleasure of manipulating the game object.
0010Since the player's voice tone can be simulated by the game object's voice tone, also the personality of the player can be simulated by the personality of the game object. This successfully makes the player feel familiar to the game object and promotes empathy of the player, to thereby further enhance the enjoyment of the video game.
0011Other and further objects and features of the present invention will become obvious upon understanding of the illustrative embodiment about to be described in connection with the accompanying drawings or will be indicated in the appended claims, and various advantages not referred to herein will occur to one skilled in the art upon employing of the invention in practice.
BRIEF DESCRIPTION OF THE DRAWINGS
0012<figref idref="DRAWINGS">FIG. 1</figref> is a block diagram of a video game machine according to an embodiment of the present invention;
0013<figref idref="DRAWINGS">FIG. 2</figref> is a perspective view of a controller connected to the video game machine of the embodiment;
0014<figref idref="DRAWINGS">FIG. 3</figref> is a perspective view showing a head set worn by a player in order to operate through voice a leading character of a video game executed by the video game machine of the embodiment;
0015<figref idref="DRAWINGS">FIG. 4</figref> is a drawing of an exemplary game scene displayed on the video game machine of the embodiment;
0016<figref idref="DRAWINGS">FIG. 5</figref> is a table showing exemplary parameters of the leading character appears in the video game executed on the video game machine of the embodiments;
0017<figref idref="DRAWINGS">FIG. 6</figref> is a table showing exemplary parameters of an enemy character appears in the video game executed on the video game machine of the embodiment;
0018<figref idref="DRAWINGS">FIG. 7</figref> is a table showing exemplary parameters of arms owned by the leading character appears in the video game executed on the video game machine of the embodiment;
0019<figref idref="DRAWINGS">FIG. 8</figref> is a flow chart for explaining voice input operation for the video game machine of the embodiment;
0020<figref idref="DRAWINGS">FIG. 9</figref> is a table showing exemplary parameters used when the leading character in a normal psychological state is displayed under control on the video game machine of the embodiment;
0021<figref idref="DRAWINGS">FIG. 10</figref> is a table showing exemplary parameters used when the leading character encounters with the enemy character in the video game machine of the embodiment;
0022<figref idref="DRAWINGS">FIG. 11</figref> is a schematic drawing showing a player giving through voice input an instruction to the leading character on a display screen of the video game machine of the embodiment;
0023<figref idref="DRAWINGS">FIG. 12</figref> is a schematic drawing showing a scene in which the leading character instructed by the player's voice input is fighting with the enemy character on the video game machine of the embodiment;
0024<figref idref="DRAWINGS">FIG. 13</figref> is a table showing parameters used when, upon encountering with the enemy character, the leading character runs away therefrom on the video game machine of the embodiment.
0025<figref idref="DRAWINGS">FIG. 14</figref> is a flow chart for explaining control of voice tone in voice output of the leading character corresponding to voice tone in voice input of the player on the video game are machine of the embodiment;
0026<figref idref="DRAWINGS">FIG. 15</figref> is a chart for explaining exemplary positive responses of the leading character corresponded to voice tone in voice input of the player on the video game machine of the embodiment; and
0027<figref idref="DRAWINGS">FIG. 16</figref> is a chart for explaining exemplary negative responses of the leading character corresponded to voice tone in voice input of the player on the video game machine of the embodiment.
DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
0028The present invention is applicable, for example, to a video game machine as shown in FIG. <b>1</b>.
0000General Constitution of Video Game Machine
0029The video game machine shown in <figref idref="DRAWINGS">FIG. 1</figref> comprises a main unit <b>1</b> for executing a battle-type video game described below, a controller <b>2</b> to be handled by a player, and a head set <b>3</b> having integrated therein a sound outputting portion for outputting effective sound and so forth of such video game and a microphone set for picking up player's voice.
0030The main unit <b>1</b> comprises an operational command input section <b>11</b> to which operational commands are supplied from the controller <b>2</b> handled by the player, a voice level detection section <b>12</b> for detecting player's voice level based on sound signals transmitted from the microphone of the head set <b>3</b>, a voice recognition section <b>13</b> for recognizing meaning of player's voice based on voice signals transmitted from the microphone of the head set <b>3</b>, and a counter <b>10</b> for obtaining tone-based statistics of the player's voice by counting the player's voices as being classified into those of polite tone, gentle tone and so forth.
0031The main unit <b>1</b> also has a parameter storage section <b>14</b> for storing parameters expressing the number of enemies, apparent fearfulness, distance between the leading character and an enemy character and so forth read out from an optical disk <b>19</b>; a selection/event table storage section <b>20</b> for storing a plurality of selection tables classified by the individual categories, where each selection table comprises a plurality of event tables and each event table contains a plurality of events expressing behaviors of the leading character and enemy characters; an optical disk reproduction section <b>15</b> for reading out such parameters or game programs from the optical disk <b>19</b> loaded thereon; a display processing section <b>16</b> responsible for the controlled display of game scenes onto a display device <b>18</b>; and a control section <b>17</b> for controlling entire portion of such video game machine.
0000Constitution of Controller
0032An appearance of the controller <b>2</b> is shown in FIG. <b>2</b>. As is clear from <figref idref="DRAWINGS">FIG. 2</figref>, the controller <b>2</b> has two grip ends <b>20</b>R, <b>20</b>L so as to allow a player to grip such grip ends <b>20</b>R, <b>20</b>L with the right and left hands, respectively, to thereby hold the controller <b>2</b>.
0033The controller <b>2</b> also has first and second operational portions <b>21</b>, <b>22</b> and analog operational portions <b>23</b>R, <b>23</b>L at positions operable by, for example, the individual thumbs while holding the grip ends <b>20</b>R, <b>20</b>L with the right and left hands, respectively.
0034The first operational portion <b>21</b> is responsible typically fox instructing an advancing direction of the game character, which comprises an upward prompt button <b>21</b><i>a </i>for prompting upward direction, a downward prompt button <b>21</b><i>b </i>for prompting downward direction, a rightward prompt button <b>21</b><i>c </i>for prompting rightward direction, and a leftward prompt button <b>21</b><i>d </i>for prompting leftward direction.
0035The second operational portion <b>22</b> comprises a “Δ” button <b>22</b><i>a </i>having a “Δ” marking, a “x” button <b>22</b><i>b </i>having a “x” marking, a “∘” button <b>22</b><i>c </i>having a “∘” marking, and a “□” button <b>22</b><i>d </i>having a “□” marking.
0036The analog operational portions <b>23</b>R, <b>23</b>L are designed to be kept upright (not-inclined state, or in a referential position) when they are not inclined for operation, but when they are inclined for operation while being pressed down, a coordinate value on an X-Y coordinate is detected based on the amount and direction of the inclination from the referential position, and such coordinate value is supplied as an operational output via the not-illustrated controller plug-in portion to the main unit <b>1</b>.
0037The controller <b>2</b> is also provided with a start button <b>24</b> for prompting the game start, a selection button <b>25</b> for selecting predetermined subjects, and a mode selection switch <b>26</b> for toggling an analog mode and a digital mode. When the analog mode is selected with the mode selection switch <b>26</b>, a light emitting diode <b>27</b> (LED) is lit under control, and the analog operational portions <b>23</b>R, <b>23</b>L are activated. When the digital mode is selected, a light emitting diode <b>27</b> (LED) is turned off under control, and the analog operational portions <b>23</b>R, <b>23</b>L are deactivated.
0038The controller <b>2</b> is still also provided with a right button <b>28</b> and a left button <b>29</b> at positions operable by, for example, the individual second fingers (or third fingers) while holding the grip ends <b>20</b>R, <b>20</b>L with the right and left hands, respectively. The individual buttons <b>28</b>, <b>29</b> comprise first and second right buttons <b>28</b>R<b>1</b>, <b>28</b>R<b>2</b> and first and second left buttons <b>29</b>L<b>1</b>, <b>29</b>L<b>2</b>, respectively, aligned side by side in the direction of the thickness of the controller <b>2</b>.
0039The player is expected to operate these buttons to enter operational commands for the video game machine or characters.
0000Constitution of Head Set
0040As shown in <figref idref="DRAWINGS">FIG. 3</figref>, the head set <b>3</b> is typically designed for single-ear use, and has a fitting arm <b>5</b> for fitting the head set <b>3</b> onto the player's head, a sound outputting portion <b>6</b> provided at an end of the fitting arm <b>5</b>, and a microphone <b>7</b>.
0041The fitting arm <b>5</b> is designed in a curved shape so as to fit the human head profile, and so as to lightly press both sides of the player's head with both ends thereof, to thereby attach the head set <b>3</b> onto the player's head.
0042The sound outputting portion <b>6</b> has a pad portion <b>6</b><i>a </i>which can cover the entire portion of the player's right (or left) ear when the head set <b>3</b> is fitted on he player's head, and a speaker unit <b>6</b><i>b </i>for outputting effective sound and so forth of the video game. The pad portion <b>6</b><i>a </i>is composed, for example, of a soft material such as sponge so as to avoid pain on the player's ear caused by wearing such head set <b>3</b> for a long time.
0043The microphone <b>7</b> is provided on the end of a microphone arm <b>7</b><i>a</i>, the opposite end of which being attached to the sound outputting portion <b>6</b>. The microphone <b>7</b> is designed to be positioned close to the player's mouth when the head set <b>3</b> is fitted on the player's head, which is convenient for picking up players voice and supplying sound signals corresponded thereof through a cable <b>8</b> to the voice level detection section <b>12</b> and the voice recognition section <b>13</b> of the main unit <b>1</b>.
0044Although the following explanation deals with the head set <b>3</b> designed for single-ear use, it should be noted that the binaural specification is also allowable such as a general headphone. The sound outputting portion may have an inner-type earphone, which will be advantageous in reducing the size and weight of such head set.
0045It should also be noted that while the head sat <b>3</b> herein is designed to be fitted on the player's head using the fitting arm <b>5</b>, it is also allowable to provide a hook to be hung on either of the player's ears, to thereby allow the head set to be fixed on one side of the player's ear with the aid of such hook.
0000Executive Operation of Video Game
0046Next, executive operation of a battle-type video game on the video game machine of this embodiment will be explained.
0047In this battle-type video game, a leading character moves from a start point to a goal point along a predetermined route, during which the leading character encounters with enemy characters. Thus, the player operates the controller <b>2</b> and also speaks to the leading character in the displayed scene through the microphone <b>7</b> of the head set <b>3</b> to encourage it or make such leading character fight with enemy characters while giving instructions on the battle procedures. The player thus aims at the goal while defeating the enemy characters in such fights.
0048In the execution of such battle-type video game, the player loads the optical disk <b>19</b> having stored therein such battle-type video game into the main unit <b>1</b>, and then press the start button <b>24</b> of the controller <b>2</b> to prompt the game start. An operational command for prompting the game start is then supplied through the operational command input section <b>11</b> to the control section <b>17</b> so as to control the optical disk reproduction section <b>15</b>, to thereby reproduce a game program, the individual parameters for the leading character, enemy characters and arms owned by the leading character, a plurality of event tables containing a plurality of tabulated events expressing behaviors of the leading character and enemy characters, and a plurality of selection table comprising a plurality of event tables classified by the individual categories and so forth.
0049The control section <b>17</b> stores under control the individual parameters reproduced by the optical disk reproduction section <b>15</b> into the parameter storage section <b>14</b>, and the individual selection tables and event tables into the selection/event table storage section <b>20</b>.
0050From such optical disk <b>19</b>, also reproduced is voice information provided for the individual voice tones of the leading character <b>31</b> as described later. The voice information provided for the individual voice tones are stored under control in the selection/event table storage section <b>20</b>, and are properly read out by the control section <b>17</b> to be supplied to the head set <b>3</b> worn by the player.
0051The control section <b>17</b> also generates a game scene of the battle-type video game based on the game program reproduced by the optical disk reproduction section <b>15</b> and operation through the controller <b>2</b> by the player, and then displays such scene on the display device <b>18</b> after processing by the display processing section <b>16</b>.
0052<figref idref="DRAWINGS">FIG. 4</figref> shows one scene of such game, in which a leading character <b>31</b> encounters with an enemy character <b>32</b> during the travel along the travel route, and points arms <b>33</b>, such as laser beam gun, at the enemy character <b>32</b>.
0000Parameters
0053The leading character <b>31</b>, enemy character <b>32</b> and arms <b>33</b> used by the leading character <b>31</b> are individually provided with parameters allowing real-time changes.
0000Leading Character Parameters
0054Parameters owned by the leading character <b>31</b> are composed as shown in <figref idref="DRAWINGS">FIG. 5</figref>, which typically include vital power (life, mental power, apparent fearfulness, skill level, accuracy level, residual number of bullets on the arms <b>33</b>, enemy search ability, attack range, direction of field of view (forward field of view), motional speed (speed), terror, offensive power, defensive power, continuous shooting ability of the arm <b>33</b>, damage score (damage counter), decreasing rate of bullets in a magazine of the arm <b>33</b> (consumption level of magazine), angle of field of view, sensitivity of field of view (field of view (sense)), short-distance offensive power, middle-distance offensive power, long-distance offensive power, dodge skill from short-distance attack by the enemy (dodge characteristic), dodge skill from middle-distance attack by the enemy, dodge skill from long-distance attack by the enemy, endurance power against short-distance attack by the enemy (defensive characteristic), endurance power against middle-distance attack by the enemy, and endurance power against long-distance attack by the enemy.
0055Among these, vital power, offensive power, defensive power, and damage score are expressed by values from 0 to 255, which decrease depending on damage caused by the enemy. The motional speed is expressed in 16 steps from 0 to 15. The subjects listed from “mental power” to “enemy search ability”, terror, consumption level of magazine, and subjects listed from “short-distance offensive power” to “endurance power against long-distance attack” are expressed in percent (%).
0056The continuous shooting ability is expressed by the number of frames for displaying such continuous shooting. The attack range, direction of field of view (forward field of view), angle of field of view, and sensitivity of field of view are individually expressed in a unit of “maya”.
0000Enemy Character Parameters
0057Parameters owned by the enemy character <b>32</b> are composed as shown in <figref idref="DRAWINGS">FIG. 6</figref>, which typically include vital power (life), mental power, apparent fearfulness, skill level, accuracy level, residual number of bullets on the arms, enemy search ability, attack range, direction of field of view (forward field of view), notional speed (speed), terror, offensive power, defensive power, continuous shooting ability of the arm, damage score (damage counter), decreasing rate of bullets in a magazine of the arm (consumption level of magazine), angle of field of view, sensitivity of field of view (field of view (sense)), short-distance offensive power, middle-distance offensive power, long-distance offensive power, dodge skill from short-distance attack by the leading character (dodge characteristic), dodge skill from middle-distance attack by the leading character, dodge skill from long-distance attack by the leading character, endurance power against short-distance attack by the leading character (defensive characteristic), endurance power against middle-distance attack by the leading character, and endurance power against long-distance attack by the leading character.
0058Other parameters specific to enemy characters include endurance power against attack by the leading character (stroke endurance), endurance power against attack by the leading character using a flame thrower (fire endurance), endurance power against attack by the leading character using a water thrower (water endurance), endurance power against attack by the leading character using an acid thrower (acid endurance), endurance power against thunder shock caused by the leading character (thunder endurance), weak point ID, ability for pursuing the leading character (persistency), and critical endurance.
0059Among these, vital power, offensive power, defensive power, and damage score are expressed by values from 0 to 255, which decrease depending on damage given by the leading character. The notional speed is expressed in 16 steps from 0 to 15. The subjects listed from “mental power” to “enemy search ability”, terror, consumption level of magazine, and subjects listed from “short-distance offensive power” to “weak point ID” are expressed in percent (%).
0060The continuous shooting ability is expressed by the number of frames for displaying such continuous shooting. The attack range, direction of field of view (forward field of view), angle of field of view, and sensitivity of field of view are individually expressed in a unit of “maya”.
0000Arms Parameters
0061Parameters for the arms <b>33</b> owned by the leading character <b>31</b> is composed as shown in <figref idref="DRAWINGS">FIG. 7</figref>, which typically include range, weight (size), offensive power, continuous shooting speed, number of loading, direction of field of view (forward field of view), angle of field of view, sensitivity of field of view (field of view (sense)), bullet loading time, attack range, shooting accuracy, short-distance offensive power, middle-distance offensive power, long-distance offensive power, dodge skill from short-distance attack by the enemy (dodge characteristic), dodge skill from middle-distance attack by the enemy, dodge skill from long-distance attack by the enemy, endurance power against short-distance attack by the enemy (defensive characteristic), endurance power against middle-distance attack by the enemy, and endurance power against long-distance attack by the enemy.
0062Among these, the range, direction of field of view (forward field of view), angle of field of view, and sensitivity of field of view are expressed in meter (m), and the offensive power is typically expressed by values from 0 to 255. The weight is expressed in kilogram (kg), the number of loading in values from 0 to 1023, and the continuous shooting speed and bullet loading time in the number of frames for displaying such continuous shooting. The subjects listed from “shooting accuracy” to “endurance power against long-distance attack by the enemy” are individually expressed in percent (%).
0000Display Control Based on Parameters
0063Such individual parameters are read out from the optical disk <b>19</b> as described in the above, and then stored in the parameter storage section <b>14</b> shown in FIG. <b>1</b>. The control section <b>17</b> properly reads out the parameter from the parameter storage section <b>14</b> depending on a scene or situation, to thereby display under control behaviors of the leading character <b>31</b>, enemy character <b>32</b> and arms <b>33</b> used by the leading character <b>31</b>.
0064A process flow of the controlled display based on such parameters will be explained referring to a flow chart of FIG. <b>8</b>. The process flow starts when the main unit <b>1</b> starts the video game, and the process by the control section <b>17</b> advances to step S<b>1</b>.
0065In step S<b>1</b>, the control section <b>17</b> reads out parameters for the normal state from various parameters stored in the parameter storage section <b>14</b>, and then, in step S<b>2</b>, displays under control the leading character <b>31</b> moving along a predetermined route while keeping a psychological state corresponded to such normal parameters.
0066Examples of the parameters for the normal state of the leading character <b>21</b> read out from the parameter storage section <b>14</b> include mental power, terror and skill level as listed in <figref idref="DRAWINGS">FIG. 9</figref> The individual values of such parameters for the normal state of the leading character <b>31</b> are “1” for the mental power, “0.15” for terror, and “1” for skill level.
0067The “mental power” parameter ranges from 0 to 1 (corresponding to weak to strong) depending on the mental condition of the leading character; the “terror” parameter ranges also from 0 to 1 (corresponding to fearless to fearful) depending on the number or apparent fearfulness of the enemy characters; and the “skill level” parameter ranges again from 0 to 1 (corresponding to less to much) depending on the number of times the game is executed, in which the leading character <b>31</b> gains experience by repeating battles with the enemy character <b>32</b>.
0068The enemy character <b>32</b> is programmed to attack the leading character <b>31</b> at predetermined points on the travel route. In step S<b>3</b> in the flow chart shown in <figref idref="DRAWINGS">FIG. 8</figref>, the control section <b>17</b> determines whether the enemy character <b>32</b> which may attack the leading character <b>31</b> appeared or not, and the process thereof returns to step S<b>2</b> when the enemy character <b>32</b> was not found, to thereby display under control actions of the leading character <b>31</b> based on the foregoing parameters for the normal state. This allows the leading character <b>31</b> to keep on traveling along the predetermined route.
0069On the contrary, when the enemy character <b>32</b> appeared, the control section <b>17</b> reads out in step S<b>4</b> from the parameter storage section <b>14</b> the parameters of the leading character <b>31</b> for the case of encountering with the enemy character <b>32</b>.
0070The parameters of the leading character <b>31</b> read out from the parameter storage section <b>14</b> for the case of encountering with the enemy character <b>32</b> include, as typically listed in <figref idref="DRAWINGS">FIG. 10</figref>, those for mental power of the leading character, apparent fearfulness of the enemy character <b>32</b>, number of the enemies nearby, distance to the enemy character <b>32</b> and skill level.
0071As is clear from <figref idref="DRAWINGS">FIG. 10</figref>, the individual values of such parameters of the leading character <b>31</b> for the case of encountering with the enemy character <b>32</b> are “0.25” for the mental power, “0.1” for the apparent fearfulness of the enemy character <b>32</b>, “0.1” for the number of enemies nearby, “0” for the distance to the enemy character <b>32</b>, and “0.1” for the skill level.
0072The control section <b>17</b> displays under control actions of the leading character <b>31</b> based on the parameters listed in <figref idref="DRAWINGS">FIG. 10</figref> for the case of encountering with the enemy character <b>32</b>, where the display of such actions of the leading character <b>31</b> can be altered depending on the presence or absence of voice input by the player in such controlled display.
0073More specifically, the control section <b>17</b> determines in step S<b>5</b> the presence or absence of the player's voice input upon reading out the parameters or the leading character <b>31</b> for the case of encountering with the enemy character <b>32</b>, and the process thereof advances to step S<b>9</b> when the voice input from the player is detected, and advances to step S<b>6</b> when not detected.
0074In step S<b>6</b>, reached after detecting no voice input from the player, the control section <b>17</b> displays under control the leading character <b>31</b> using parameters of such leading character <b>31</b> read out from the parameter storage section <b>14</b> for the case of encountering the enemy character <b>32</b> without alteration.
0075On the other hand in step S<b>9</b>, reached after detecting voice input from the player, the control section <b>17</b> alters the individual parameters of the leading character <b>32</b>, read out from the parameter storage section <b>14</b> for the case of encountering the enemy character <b>32</b>, into values corresponding to the player's voice input, and then in step S<b>6</b>, actions of the leading character <b>31</b> are displayed under control based on such altered values of the parameters.
0076<figref idref="DRAWINGS">FIG. 11</figref> shows an exemplary scene in which the enemy character <b>32</b> appeared in front of the leading character moving along the route. In such exemplary case, in order to make the leading character <b>31</b> fight with the enemy character <b>32</b>, the player not only controls the controller <b>2</b>, but also gives instructions to the leading character <b>31</b> through voice such as “Take the fire thrower!” so as to designate an arm to be used for attacking the enemy character <b>32</b>, and such as “Aim at the belly!” so as to designate a weak point of the enemy character <b>32</b> to be aimed at.
0077The player's voice is picked up by the microphone <b>7</b> of the head set <b>3</b> shown in <figref idref="DRAWINGS">FIG. 3</figref>, converted into sound signals, which are then supplied to the voice recognition section <b>13</b>. The voice recognition section <b>13</b> analyzes meaning of the phrase spoken by the player based on waveform pattern of such sound signals, and supplies the analytical results to the control section <b>17</b>. The control section <b>17</b> then alters the values of the individual parameters, read out in step S<b>4</b>, of the leading character <b>31</b> for the case of encountering with the enemy character <b>32</b> based on such analytical results. Actions of the leading character <b>31</b> are displayed under control based on such altered parameters.
0078In such exemplary case, in which the instructions of “Take the fire thrower!” and “Aim at the belly !” were made by the player, the control section <b>17</b> allows the controlled display such that the leading character <b>31</b> holds a fire thrower as the arms <b>33</b> and throws fire to the enemy character <b>32</b> using such fire thrower to thereby expel it as shown in FIG. <b>12</b>.
0079In step S<b>7</b> in the flow chart shown in <figref idref="DRAWINGS">FIG. 8</figref>, the control section <b>17</b> determines whether the enemy character <b>32</b> was defeated or not, and the operation of the main unit <b>1</b> advances to step S<b>8</b> for the case the enemy character <b>32</b> was defeated, and returns to step S<b>5</b> when not defeated. Then presence or absence of the player's voice input is determined in step S<b>5</b> as described in the above, and again in step S<b>9</b> or step S<b>6</b>, actions of the leading character <b>31</b> are displayed under control based on the parameters corresponding to the presence or absence of the player's voice input.
0080In step S<b>9</b>, whether the video game was completed either in response to defeat of the enemy character <b>32</b> or in response to instruction of end of the game issued by the player is determined, and the entire routine of the flow chart shown in <figref idref="DRAWINGS">FIG. 8</figref> is terminated without any other operations when the end of the game was detected, and the operation of the control section <b>17</b> returns to step S<b>1</b> when the game is not completed yet. The control section <b>17</b> then roads out the parameters of the leading character <b>31</b> for the normal state from the parameter storage section <b>14</b>, and displays under control the leading character <b>31</b> with the parameters for the normal psychological state so as to travel along a predetermined route.
0000Escaping Action from Enemy Character
0081While the above description dealt with the case that the leading character <b>31</b> fights with the enemy character <b>22</b>, the leading character <b>31</b> does not always fight with the encountered enemy character <b>32</b>, and the actions thereof may differ depending on the psychological state (parametric values).
0082More specifically, when a value of the “terror” parameter of the leading character <b>31</b> encountering with the enemy character <b>32</b> is higher than a predetermined value, the control section <b>17</b> displays under control the leading character <b>31</b> such that running away from the enemy character <b>32</b>. <figref idref="DRAWINGS">FIG. 13</figref> shows the individual parametric values for the leading character <b>31</b> in such situation.
0083As is clear from <figref idref="DRAWINGS">FIG. 13</figref>, when the leading character <b>31</b> runs away from the enemy character <b>32</b>, the individual values of such parameters are “0.7” for the hit ratio of own attack, “0.5” for the terror, “0.4” for the distance to the target, “0.5” for the number of enemies nearby, “0.8” for the hit ratio of the enemy's attack, and “0.6” for the distance to the enemy. The control section <b>17</b> is allowed to display under control the leading character <b>31</b> such that running away from the enemy character <b>32</b> for example when the values for the “terror” parameter exceeds “0.5”.
0084When the player encourages the leading character <b>31</b> about to run away with a word such as “Hold out !” or “Don't run away!”, the control section <b>17</b> lowers the value for the “terror” parameter by a predetermined value. If the lowered value for the “terror” parameter becomes “0.4” or below, the control section <b>17</b> displays under control actions of the is leading character <b>31</b> based on the parameters for the normal state as described previously referring to FIG. <b>9</b>. The leading character <b>31</b> now has the normal psychological state, stops running away from the enemy character <b>32</b> and begins to advance along a predetermined route in a normal way of walking.
0085Even if the player speaks the words, the controlled display of the leading character <b>31</b> such that running away will be retained by the control section <b>17</b> if the “terror” parameter still remains at “0.5” or above. In this case, the leading character <b>31</b> keeps on running away from the enemy character <b>32</b> disobeying the player. When the leading character <b>31</b> came far enough from the enemy character <b>32</b>, the control section <b>17</b> lowers the value of the “terror” parameter to thereby display under control the leading character <b>31</b> so as to have normal actions.
0000Voice Instruction for Cases Other than Encountering Enemy Character
0086The player watching the leading character <b>31</b> moving along the route may speak to such leading character <b>21</b> in the displayed scene such as “Watch out!” or “Be careful!” when the player feels a sign of abrupt appearance of the enemy character <b>32</b>. Upon receiving such voice input, the control section <b>17</b> typically raises the value of the “terror” parameter of the leading character <b>31</b> by a predetermined range, and displays under control the leading character based on such raised parametric value.
0087Since the value of the “terror” parameter was raised by a predetermined range, the control section <b>17</b> displays under control the leading character <b>31</b> so as to make careful steps along the route while paying attention to the peripheral, which was altered from the previous normal steps.
0088When the leading character <b>31</b> walking with careful steps encounters with the enemy character <b>32</b> as expected, the control section <b>17</b> displays under control actions of the leading character <b>31</b> based on the parameters for the case encountering with the enemy character <b>32</b>, which were previously explained referring to FIG. <b>10</b>.
0089When the leading character <b>31</b> walking with careful steps did not encounter with the enemy character <b>32</b> and it was defined as no more dangerous, the player then gives voice instruction such as “Out of danger. Forward normally”. The control section <b>17</b> reads out the parameters for the normal psychological state according to such voice input as previously explained referring to <figref idref="DRAWINGS">FIG. 9</figref>, to thereby displays actions of the leading character <b>31</b> based on such parameters.
0000Conversation of Player with Leading Character
0090While the above description may suggest that only the player one-sidedly gives instructions to the leading character <b>31</b>, the actual game proceeds while allowing the leading character <b>31</b> to occasionally ask the player something or answer to the player, and allowing such player to reply to a question of the leading character <b>31</b> or give some instruction on the next action, to thereby control the behavior of the leading character <b>31</b> through conversation therewith. The voice tone of the leading character <b>31</b> is programmed to vary depending on the voice tone in the response or instruction of the player.
0091<figref idref="DRAWINGS">FIG. 14</figref> is a flow chart showing a process flow according to which the leading character <b>31</b> completes a response to a player in a voice tone corresponded to the player's voice tone.
0092The process flow starts from step S<b>11</b> when the video game begins. The control section <b>17</b> reads out from the selection/event table storage section <b>20</b> a sound signal for a question issued by the leading character <b>31</b> according to a predetermined timing, and send the signal to the head set <b>3</b> worn by the player.
0093In step S<b>11</b>, the control section <b>17</b> discriminates whether the leading character <b>31</b> asked a question to the player or not by discriminating whether the sound signal for the question issued by the leading character <b>31</b> was sent to the head set <b>3</b> worn by the player or not. The control section <b>17</b> is brought into a stand-by mode until a question is issued for the case the leading character <b>31</b> did not ask any question, and the process thereof advances to step S<b>12</b> for the case the question was detected.
0094When the question is issued by the leading character <b>31</b>, the player will answer the question. The player's voice as the answer is picked up by the microphone <b>7</b> of the head set <b>3</b>, and supplied as sound signal to the voice level detection section <b>12</b> and the voice recognition section <b>13</b> In step S<b>12</b>, the voice level detection section <b>12</b> determines the player's voice level by detecting the level of the sound signal, and sends a level detection output to the control section <b>17</b>. In step S<b>13</b>, the voice recognition section <b>13</b> analyzes meaning of the player's voice based on the waveform pattern of the sound signal, and sends the analytical results to the control section <b>17</b>.
0095Next, in step S<b>14</b>, the control section <b>17</b> detects the player's voice tone based on the level detection output from the voice level detection section <b>12</b> and the analytical result of the meaning of the player's voice from the voice recognition section <b>13</b>, and then registers the detection result into tone groups classified by voice tones in step S<b>15</b>.
0096While the following description deals with the case in which the player's voice tone is detected based on the level detection output from the voice level detection section <b>12</b> and the analytical result of the meaning of the player's voice from the voice recognition section <b>13</b>, it is also allowable that the player's voice tone is detected based only on the analytical result of the meaning of the player's voice. Nevertheless, the detection of the voice tone involving level detection output from the voice level detection section <b>12</b> will raise accuracy in such detection.
0097Each voice tone group is assigned with a counter <b>10</b>, a value of which is incremented by one when the group is registered with the player's voice tone after being classified by the control section <b>17</b>.
0098Such registration operation is repeated each time the player's voice tone is analyzed, so that the count of the voice tone group corresponded to a frequently used voice tone will be incremented by one as the video game proceeds (each time the player utters). Thus, a tendency in the player's voice tone which is frequently used is expressed by the counts of the individual counters <b>10</b>.
0099In step S<b>16</b>, the control section <b>17</b> discriminates whether there is any group expressing a tendency in the player's voice tone or not by confirming whether the count value of each voice tone group equals to or exceeds a predetermined count value or not. If there is a group having a count value equals to or exceeds the predetermined value, a sound signal of the leading character <b>31</b> is read out in step S<b>17</b> from the selection/event table storage section <b>20</b> so as to produce a response corresponded to such group, and the sound signal is then sent to the speaker unit <b>6</b><i>b </i>of the head set <b>3</b> worn by the player. Thus, the response of the leading character <b>31</b> is produced in a voice tone corresponded to the voice tone of the player.
0100On the other hand, the count values of the individual counters <b>10</b> can increase only within a range below a predetermined value when the player is in a period shortly after the beginning of the game or the player uses various voice tones.
0101In such case, the control section <b>17</b> discriminates that there is no group expressing a tendency in the player's voice zone, and then in step S<b>19</b> reads out from the selection/event table storage section <b>20</b> a sound signal of the leading character <b>31</b> so as to make a response corresponded to the currently detected player's voice, and sends the sound signal to the speaker unit <b>6</b><i>b </i>of the head set <b>3</b> worn by the player. Thus, the response of the leading character <b>31</b> is produced again in a voice tone corresponded to the player's voice tone.
0102The above description will further be detailed assuming that the leading character <b>31</b> is a female character. As shown in <figref idref="DRAWINGS">FIG. 4</figref>, when the leading character <b>31</b> encounters with the enemy character <b>32</b>, the control section <b>17</b> reads out voice information such as “Damn you!”, “Don't be like a fool and show me the weak point!” or the like from those stored in the selection/event table storage section <b>20</b>, and sends it to the head set <b>3</b> worn by the player.
0103When instructions such as “Take the fire thrower!” and “Aim at the belly!” were given by the player in response to such saying of the leading character <b>31</b>, the control section <b>17</b> controls the display so as to make the leading character <b>31</b> have a fire thrower as an arm <b>33</b> and expel the enemy character <b>32</b> by throwing fire using such fire thrower.
0104On the other hand, when no instruction was given by the player to the leading character <b>31</b>, the control section <b>17</b> selects a voice information such as “Are you hearing?” from those stored in the selection/event table storage section <b>20</b>, and sends it to the head set <b>3</b> worn by the player, to thereby repeat the asking by the leading character <b>31</b> and prompt an answer from the player.
0105The player now gives answers to the leading character <b>31</b>, which may be given in a variety of voice tones.
0106<figref idref="DRAWINGS">FIG. 15</figref> shows exemplary positive answers to the question “Are you hearing?” by the leading character <b>31</b>, which include “Yes, I am.”, “Sure.”, “Yeah.” and “Hum, so what?”.
0107“Yes, I am” corresponds to the polite voice tone, “Sure.” to the gentle voice tone, “Yeah.” to the general voice tone, and “Hum, so what?” to the negligent voice tone.
0108The control section <b>17</b> discriminates such player's voice tone in the processes from steps S<b>12</b> to S<b>14</b> shown in <figref idref="DRAWINGS">FIG. 14</figref>, classifies them into any one of “polite tone group”, “gentle tone group”, “general tone group” and “negligent tone group”, and increments the counter <b>10</b> of a corresponding group by one.
0109Executing such increment every time the player's voice tone is analyzed will produce a tendency of the player's voice tone as being expressed by the count values of the individual voice tone groups as described in the above. So that if there is a group expressing a tendency of the player's voice tone, the control section <b>17</b> reads out, from the selection/event table storage section <b>20</b>, voice information which belongs to a group corresponded to the player's voice tone, and supplies the voice information to the head set <b>3</b> worn by the player. On the contrary, if there is no group expressing a tendency of the player's voice tone, the control section <b>17</b> reads out in step S<b>19</b> a currently analyzed voice information corresponded to the player's voice tone from the selection/event table storage section <b>20</b>, and sends such voice information to the head set <b>3</b> worn by the player.
0110In such case for example, when the player answers as “Yes, I am.” which belongs to the “polite tone group” in response to the question of “Are you hearing?” by the leading character <b>31</b>, the control section <b>17</b> reads out voice information of the leading character <b>31</b> such as “Oops! Your polite answer makes me ill!”, for example, from the selection/event storage section <b>20</b>, and then sends the voice information to the head set <b>3</b> worn by the player.
0111Similarly, in the case that the player gave an answer of “Sure.” or “Yeah.” which belong to the “gentle tone group” and “general tone group”, respectively, in response to the question of “Are you hearing?” by the leading character <b>31</b>, the control section <b>17</b> reads out a casual voice information of the leading character <b>31</b> such as “OK!”, for example, from the selection/event storage section <b>20</b>, and then sends the voice information to the head set <b>3</b> worn by the player.
0112Similarly again, in the case that the player gave an answer of “Hum, so what?” which belong to the “negligent tone group” in response to the question of “Are you hearing?” by the leading character <b>31</b>, the control section <b>17</b> reads out voice information of the leading character <b>31</b> such that “Why can you say in that way? I'm mad!”, for example, from the selection/event storage section <b>20</b>, and then sends the voice information to the head set <b>3</b> worn by the player.
0113The above description dealt with an exemplary case that the player gave a positive answer to the leading character <b>31</b>. On the contrary, an exemplary case that the player gave a negative answer to such question is shown in FIG. <b>16</b>.
0114The negatives answer to the question “Are you hearing?” by the leading character <b>31</b> include “No, I'm not.”, “No, sorry.”, “No.” and “No, So what?”.
0115“No, I'm not.” corresponds to the polite voice tone, “No, sorry.” to the gentle voice tone, “No.” to the general voice tone, and “No, so what?” to the negligent voice tone.
0116When the player gave an answer of “No, I'm not.” which belongs to the “polite tone group” in response to the question of “Are you hearing?” by the leading character <b>31</b>, the control section <b>17</b> reads out voice information of the leading character <b>31</b> such that “Listen to me carefully, then!”, for example, from the selection/event storage section <b>20</b>, and then sends the voice information to the head set <b>3</b> worn by the player.
0117Similarly, in the case that the player gave an answer of “No, sorry.” which belongs to the “gentle tone group” in response to the question of “Are you hearing?” by the leading character <b>31</b>, the control section <b>17</b> reads out voice information of the leading character <b>31</b> such as “Then listen to me carefully 'cause I'll tell you once more!”, for example, from the selection/event storage section <b>20</b>, and then sends the voice information to the head set <b>3</b> worn by the player.
0118Similarly again, in the case that the player gave an answer of “No.” which belongs to the “general tone group” in response to the question of “Are you hearing?” by the leading character <b>31</b>, the control section <b>17</b> reads out voice information of the leading character <b>31</b> such as “Why ain't you listening to me? Don't make me repeat the same phrase!”, for example, from the selection/event storage section <b>20</b>, and then sends the voice information to the head set <b>3</b> worn by the player.
0119Still similarly, in the case that the player gave an answer of “No, so what?” which belongs to the “negligent tone group” in response to the question of “Are you hearing?” by the leading character <b>31</b>, the control section <b>17</b> reads out voice information of the leading character <b>31</b> such as “Hey you! Are you really going to help me? Listen to me carefully 'cause I'll tell you once more!”, for example, from the selection/event storage section <b>20</b>, and then sends the voice information to the head set <b>3</b> worn by the player.
0120In this video game, the player and the leading character <b>31</b> are in a partnership for fighting with a common enemy. With such video game machine of this embodiment, the personality of the player can be simulated by the personality of the game character by altering the voice tone of the leading character <b>31</b> corresponding to that of the player. This successfully makes the player feel familiar to the game character and promotes empathy of the player, to thereby further enhance the enjoyment of the video game.
0121The above conversation between the player and the leading character <b>31</b> is none other than one example, and it is to be understood that the video game proceeds based on any other conversation between the player and the leading character <b>31</b>, in which the voice tone of the leading character <b>31</b> can vary depending on the voice tone of the player.
0122After such control of the response for the leading character <b>31</b>, the control section <b>17</b> determines in step S<b>18</b> in <figref idref="DRAWINGS">FIG. 14</figref> whether such battle-type video game is completed by discriminating whether the player issued an instruction of end of the game or not, or whether a series of the game story came to the end or not. For the case the end of the game was detected, the entire routine shown in the flow chart will complete without any other processing. For the case the end of the game was not detected, the process goes back to step S<b>12</b>, and the foregoing voice tone discrimination, group-classified registration and responding operation of the leading character <b>31</b> depending on the voice tone groups or on the player's voice tone will be repeated until the game over will be discriminated in step S<b>18</b>.
0000Effect of the Embodiment
0123As is clear from the above description, when a predetermined event such as appearance of the enemy character <b>32</b> occurred, the video game machine of this embodiment reads out parameters corresponded to such event to thereby control display of leading character's behavior based on such parameters, where such display of the leading character <b>31</b> can also be controlled by modifying such parameters according to the player's voice when it is recognized. This allows control of the leading character <b>31</b> both through the controller and sound and voice input.
0124Since the leading character <b>31</b> is controllable not only through the controller but also through the voice input, the player is readily empathized with the video game, which makes the player positively participate the game. Such pleasure in operating the game character enhances enjoyment of the video game.
0125Since also the control section <b>17</b> of course controls behaviors of the game characters based on the individual parameters, the behaviors of the game characters do not always depend on the voice input by the player, which provides another enjoyment of such video game.
0126Since the video game machine of this embodiment can modify the voice tone of the leading character <b>31</b> corresponding to that of the player, the personality of the leading character <b>31</b> can be matched to that of the player. This successfully makes the player feel familiar to the game character and promotes empathy of the player, to thereby further enhance the enjoyment of the video game.
0127While the above description dealt with the case in which the leading character <b>31</b> is operated by voice input for the simplicity of the understanding of the embodiment, it is also allowable to operate the enemy character <b>32</b> by such voice input. For example, operating the leading character <b>31</b> by one player and the enemy character <b>32</b> by the other player allows mutual attack through voice input, which will enhance interest of the video game.
0128While the above description dealt with the case in which the present invention was applied to a battle-type video game, any other types of video games will be allowable provided that the objects such as game characters are operated through voice input.
0129The embodiment described in the above is only part of the examples of the present invention. It is therefore to be understood that the present invention may be practiced in any modifications depending on the design or the like otherwise than as specifically described herein without departing from the scope and the technical spirit thereof.
Contents4
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| JP2000181897A | Cites | Japan | Applicant |
| JP2000347692A | Cites | Japan | Applicant |
| US5966691A | Cites | United States of America | Search report |
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Titles
- English
- Method for outputting voice of object and device used therefor
Patent term adjustment
- A delay
- +678 daysthe office missed an examination deadline
- Net adjustment
- 678 days
Classification
- CPC, 3
- G10L17/26
- A63F2300/1081
- G10L15/1807
- IPC, 12
- A63F13 215
- A63F13 424
- A63F13 54
- A63F13 55
- G10L13 00
- G10L13 04
- G10L15 00
- G10L15 10
- G10L15 18
- G10L15 22
- G10L17 00
- G10L17 26
- USPC, 4
- 704272000
- 704275000
- 704E15025
- 704E17002